Jack McDermott (Human Wilderness Scout, Mercenary)

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Jack McDermott (Human Wilderness Scout, Mercenary)

Postby Jack McDermott » Thu Nov 01, 2018 11:08 am

Player Name: Jim Mohan
G-Mail: jwmohan78@gmail.com

Character Name: Jack McDermott
Alias: Handsome Jack
Race: Human
O.C.C.: Wilderness Scout - Mercenary
Alignment: Unprincipled
XP Level: 1
XP Points: 0
Next Level @ XP: 1,901
Sentiments/Non-Humans: Distrusts all non-humans! Jack has found very few "creatures" he can trust..
Sentiments/Coalition: Distrusts the coalition and all strangers. It never fails, they always want something you have and they always have an agenda.
Disposition: Mean, suspicious and vengeful[ especially toward people he doesn't know. Jack is the type to sit back and watch before he leaps into action. It is better to know the situation than to be the situation.
Insanity: None.

ATTRIBUTES
I.Q.: 15
M.E.: 17
M.A.: 11
P.S.: 16
P.P.: 21
P.E.: 16
P.B.: 3
Speed: 21

PHYSICAL DATA
P.P.E.: 3
H.P.: 17
S.D.C.: 59
Age: 39
Sex: Male
Height: 5' 11"
Weight: 200 lbs
Description: Not everybody can be as pretty as Handsome Jack. An average man, average height with a horribly disfigured face... because of them.

Natural Abilities
Perception: 30% (+3%)
Charm/Impress: --
Invoke Trust/Intimidate: 15% / 25%
Max. Encumbrance: 60 lbs.
Max. Carrying Weight: 150 lbs.
Max. Lifting Weight: 300 lbs.
Max. Jumping Ability: 7' across, 8' high

Special Abilities
Trail Blazing - 20% (+5%)
Cross- Country Pacing - 35% (+5%)
Cartography - 40% (+5)

O.C.C. Skills
Cook 50% (+5%)
Fishing 55% (+5%)
Language: American English 94% (+1%)
Language: Dragonese/Elven 65% (+3%)
Horsemanship: General 60%/40% (+4%)
Literacy: Techno-can 65% (+3%)
Wilderness Survival 50% (+5%)
Climbing/Rappelling 60/50% (+5%)
Prowl 40% (+5%)
W.P. Knife
W.P. Sword
W.P. Energy Rifle
W.P. Heavy M.D. Weapons
Hunting
Identify Plants & Fruit 45% (+5%)
Land Navigation 56% (+4%)
Track & Trap Animals 40%/50% (+5%)
Athletics (General)
Pilot: Hovercycles, Skycycles & Rocket Bikes 80% (+3%)
Radio: Basic 55% (+5%)

O.C.C. Related Skills
Detect Ambush 40% (+5%)
Detect Concealment 35% (+5%)
Automotive Mechanics 25% (+5%)
First Aid 55% (+5%)
HTH Expert
Body Building & Weight Lifting
Boxing
Running
Carpentry 45% (+5%)

Secondary Skills
Pilot: Motorcycles & Snowmobiles 60% (+4%)
Computer Operation 40% (+5%)
Surveillance 30% (+5%)
Tracking: People 25% (+5%)

Combat Data
HTH Type: Expert
Number of Attacks: 5
Initiative Bonus: +1
Strike Bonus: +3
Parry Bonus: +5
Dodge Bonus: +5
HTH Damage Bonus:
Kick Attack: 1D8 damage
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch:
Bonus to Disarm:
Automatic Knockout on natural roll of 20

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Knife - +1 to parry, +1 to strike when thrown
W.P. Sword - +1 to strike
W.P. Energy Rifle
    W.P. Heavy M.D. Weapons

      Saving Throw Bonuses
      Coma/Death: +10%
      Magic (varies):
      Lethal Poison (14+): +2
      Non-Lethal Poison (16+): +2
      Insanity (12+): +1
      Psionics (varies): +1
      Horror Factor (varies):
      Last edited by Jack McDermott on Mon Nov 05, 2018 8:22 am, edited 33 times in total.
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      Re: Jack McDermott (Human Wilderness Scout, Mercenary)

      Postby Jack McDermott » Thu Nov 01, 2018 11:14 am

      Equipment

      Wild Boar Motorcycle

      Carried/In Hand
      Tesla Bow (Patron Item)

      Worn on Person
      NE-BA-30 Light Body Armor
      CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
      Utility Belt
      Backpack1
      Survival Knife (in boot)
      Cloth face mask
      Secure Universal Card: 4000 credits

      CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
      • 12 attachment points
      • Attachment:
      • Attachment:
      • Attachment:
      • Attachment:
      • Attachment:
      • Attachment:
      • Attachment:
      • Attachment:
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      • Attachment:

      Utility Belt
      Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
      • Attachment: E-clip (spare)
      • Attachment: E-clip (spare)
      • Attachment: E-clip (spare)
      • Attachment: Vibro-Sword
      • Attachment: Canteen

      Backpack1
      The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
      • Space: Wilk's 457 Laser Pulse Rifle w/ Wilk's Integrated Optics Gun-Sight
      • Space: E-clip (spare)
      • Space: E-clip (spare)
      • Space: First aid kit
      • Space: (5) Ropes (4' long)
      • Space: Canteen
      • Space:
      • Space:
      • Space:

      Knapsack
      The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
      • Space: Camouflage wilderness clothes (shirt and pants)
      • Space: Pair of boots
      • Space: Hat
      • Space: Sunglasses
      • Space: Face buff
      • Space: Air filter
      • Space: 100' rope (attached to the outside)
      • Space:
      • Space:
      • Space:

      Sack 1
      (6) Iron spikes
      (6) Wooden spikes
      Wooden cross (8 inch)
      Hammer
      Mallet

      Sack 2
      Animal skinning knife
      Fishing line and hooks
      Animal snares
      (6) Flares

      Stored in Wild Boar Motorcycle Cargo Space
      Knapsack
      Sack 1
      Sack 2



      Gear Stats

      Tesla Bow (Patron Item)
      Image
      The Tesla Bow is a weapon whose origins and name are lost to the annals of history. The bow fires what are effectively miniature, focused, and directed bolts of lightning. It is theorized that the weapon somehow draws power from the dimensional fabric of reality itself, and so never requires recharging.
      What mad genius could develop such a radical technology will likely remain a mystery unknown to the megaverse.

      • Range: 1,500'
      • Damage: 4D6 per bolt of lightning + Tesla Effect
      • Rate of Fire: Per the skill of the archer
      • Payload: Unlimited
      • Modifiers: +2 to Strike
      • Notes: Two-handed weapon. Requires no minimum strength to use. Weapon does M.D. in a mega-damage environment.
      • Tesla Effect: Stunned (lose initiative and 1 APM) for 1 melee round per each hit and failed save vs. non-lethal toxins; effective even against environmental M.D.C. armor.
      • Weight: 8 lbs.


      CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
      Image
      Features:
      • 12 attachment points
      • Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
      Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.


      Vibro-Sword
      Image
      ※ Damage: 3d6 MD

      NE-BA-30 Light Body Armor
      Image
      M.D.C. by Location:
      • Head/Helmet - 50
      • Arms - 30 each
      • Legs - 40 each
      • Main Body - 60
      Modifiers: -5% to Prowl, Climb, Swim, Acrobatics and similar physical skills.
      Special Features
      • Standard properties for Naruni Thermo-Kinetic Armor (p.35-36, Naruni Wave 2).
      • Weight: 10 lbs.


      Wilk's 457 Laser Pulse Rifle
      Image
      • Range: 2000'
      • Damage: 3D6+2 M.D. or 1D6x10 MD burst
      • Rate of Fire: Single shots or 3-shot bursts only
      • Payload: 30 single shots per LE-Clip
      • Modifiers: +1 to Strike on an aimed shot


      Wild Boar Motorcycle
      Image
      Model Type: NG-WM330
      Class: All-Terrain Motorcycle
      Crew: One for a cyborg or other big rider, but one and a passenger is possible for human-sized riders, though uncomfortable for long trips.
      M.D.C. by Location:
        * Headlight (1, large) – 8
        * Storage Compartment (back, tall) – 30
        * Optional Mounted Weapon Systems (3, max) – 20 each
        * Armored Tires (3) – 18 each
        ** Main Body – 120
      * Requires a “Called Shot” at -4 to strike (-8 when shooting at the tires of a moving vehicle).
      Destroying one tire reduces speed by 90%, destroying two tires renders the bike immobile.
      ** Depleting the M.D.C. of the main body destroys the vehicle beyond repair.
      Statistical Data:
      Speed: 130 mph max on roads or stony desert; 80 mph or less depending on conditions, in grassy, sandy, or rough terrain
      Range: 2,000 miles per charge with the standard multi-battery electric system.
      Modifiers: -10% to piloting skill on gravel and tall grass, -15% on rough terrain, sand, mud, and deep snow to 8"
      Dimensions: 4' high, 5' wide, 11' long, 970 lbs.
      Cargo: A small storage compartment is located behind the back seat. It holds the equivalent of a small backpack or duffle bag, plus additional gear can be strapped to it.
      Power System: Multi-battery electric system
      Weapons: None, but one light nose weapon and two side weapons could be added for an additional cost; same as hovercycle weapon options. Roughly half of purchasers add at least one weapon.


      Wilk's Integrated Optics Gun-Sight
      Image
      • M.D.C.: 5
      • Telescopic magnification: 3,000'
      • Passive night vision: 3,000'
      • FLIR Thermal-Imaging: 1,600'
      • Laser range-finder and aiming system: 5,000'
      • Weight: 2 lbs.
      • Modifiers: +2 to strike on aimed shots
      Last edited by Jack McDermott on Wed Nov 14, 2018 1:04 pm, edited 16 times in total.
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      Re: Jack McDermott (Human Wilderness Scout, Mercenary)

      Postby Jack McDermott » Thu Nov 01, 2018 11:20 am

      Background Story

      Born in New York city in 1978...

      Jack had a charmed life, good grades in high school and he transitioned to college easily. He never had any problems making friends. He was a mans man and the ladies loved him. Since his early days in high school he was given the nickname Handsome Jack. Jack's friends would tease him about how the girls would swoon when he came around. After college Jack found that his ability to befriend people made it easy to get them to talk to him. He easily moved into a Private investigation firm and moved through the ranks. Jack eventually landed the coveted position and lead investigator and struggled with the decision to open his own firm. He was doing well.

      For Christmas one year Jack and some friends decided to take a trip to Bermuda. Tired of the cold they all wanted to get away to somewhere warm for a couple days. The CEO of Jack's firm had suggested it and offered to fly the group in his personal jet. This was probably the worst decision of Jacks life. As they neared the island the weather changed without notice, the skies turned black and the strangest blue lighting crackled from cloud to cloud all around them. He didn't remember much when he woke in the aircraft lodged in trees... alone. He scrambled around the jet to find anyone and could not. Maybe they went for help... he thought and started to make his way down the tree only to find no one there as well. What he did find was a shiny piece of metal, which he could see his reflection in. His face was not his, it couldn't be his. His face was horribly disfigured.

      No Family and no friends, Jack was forced to survive in the wilderness alone. Slaved and sold in a strange land know known as Atlantis he was brought to North America to be bait so the slavers could catch more humans. The things he did to survive... the things he saw, they still come to him in dreams at night. Once he broke free he vowed to never be taken alive by slavers again! He made his was north from the shores of what was Florida in his time. He hoped that there would be a chance he could find some semblance of his old life near New York again. Luck was something Jack found he no longer had. After years of searching he finally gave up searching for what was and accepted what is. His time traveling taught him that there were many things to fear, so he learned to stay clear. He learned to track the creatures movements, to speak some of their languages. He Would never give up.
      Last edited by Jack McDermott on Mon Nov 05, 2018 8:27 am, edited 4 times in total.
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      Re: Jack McDermott (Human Wilderness Scout, Mercenary)

      Postby Jack McDermott » Wed Nov 14, 2018 3:57 pm

      Fortune and Glory
      1d10 = 10
      1d4 = 1
      (1) Receive 3 Automatic Critical Successes to use at your discretion (includes skill rolls, combat actions, scroll study, tinkering attempt, etc.)
      [H.P.: 17/17
      S.D.C.: 59/59
      Perception: 30%
      Invoke Trust/Intimidate: 15%/25%

      Character Sheet
      Saving Throw Bonuses
      • Coma/Death: +10%
      • Magic (varies):
      • Lethal Poison (14+): +2
      • Non-Lethal Poison (16+): +2
      • Insanity (12+): +1
      • Psionics (varies): +1
      • Horror Factor (varies):

      Combat Data
      • HTH Type: Expert
      • Number of Attacks: 5
      • Initiative Bonus: +1
      • Strike Bonus: +3
      • Parry Bonus: +5
      • Dodge Bonus: +5
      • HTH Damage Bonus:
      • Kick Attack: 1D8 damage
      • Bonus to Roll w/Punch: +6
      • Bonus to Pull a Punch:
      • Bonus to Disarm:
      • Automatic Knockout on natural roll of 20

      NE-BA-30 Light Body Armor
      M.D.C. by Location:
      • Head/Helmet - 50/50
      • Arms -30 /30
      • Legs - 40/40
      • Main Body -60 /60
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